L L4D2node

CPhysObjSaveRestoreOps::Restore

0x00487d10 · 348 bytes · __thiscall

_ZN22CPhysObjSaveRestoreOps7RestoreERK22SaveRestoreFieldInfo_tP8IRestore

Decompiled

undefined (3 params)

/* CPhysObjSaveRestoreOps::Restore(SaveRestoreFieldInfo_t const&, IRestore*) */

void __thiscall
CPhysObjSaveRestoreOps::Restore
          (CPhysObjSaveRestoreOps *this,SaveRestoreFieldInfo_t *param_1,IRestore *param_2)

{
  void *__s;
  int iVar1;
  ushort uVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  CUtlVector<CPhysSaveRestoreBlockHandler::QueuedItem_t,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
  *this_00;
  int *piVar6;
  int local_30 [3];
  int *local_24;
  CUtlVector<CPhysSaveRestoreBlockHandler::QueuedItem_t,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
  *local_20;
  
  iVar3 = (**(code **)(*(int *)param_2 + 0x9c))(param_2);
  piVar5 = *(int **)(iVar3 + 0x564);
  CGlobalEntityList::IsEntityPtr((CGlobalEntityList *)gEntList,piVar5);
  iVar3 = *(int *)(this + 4);
  if (iVar3 == 0) {
    return;
  }
  __s = *(void **)param_1;
  iVar1 = *(int *)(param_1 + 8);
  local_24 = piVar5;
  uVar2 = CUtlRBTree<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
          ::Find((CUtlRBTree<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                  *)(g_PhysSaveRestoreBlockHandler + 0x24),(Node_t *)&local_24);
  if (uVar2 == 0xffff) {
    this_00 = ::operator_new(0x14);
    *(undefined4 *)this_00 = 0;
    *(undefined4 *)(this_00 + 4) = 0;
    *(undefined4 *)(this_00 + 8) = 0;
    *(undefined4 *)(this_00 + 0xc) = 0;
    *(undefined4 *)(this_00 + 0x10) = 0;
    local_24 = piVar5;
    local_20 = this_00;
    CUtlRBTree<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
    ::Insert((CUtlRBTree<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short,CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CBaseEntity*,CPhysSaveRestoreBlockHandler::CEntityRestoreSet*,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
              *)(g_PhysSaveRestoreBlockHandler + 0x24),(Node_t *)&local_24);
  }
  else {
    this_00 = *(CUtlVector<CPhysSaveRestoreBlockHandler::QueuedItem_t,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
                **)((uint)uVar2 * 0x10 + g_PhysSaveRestoreBlockHandler._40_4_ + 0xc);
  }
  iVar4 = CUtlVector<CPhysSaveRestoreBlockHandler::QueuedItem_t,CUtlMemory<CPhysSaveRestoreBlockHandler::QueuedItem_t,int>>
          ::InsertBefore(this_00,*(int *)(this_00 + 0xc));
  piVar6 = (int *)(iVar4 * 0x38 + *(int *)this_00);
  piVar6[0xd] = (int)__s;
  if (piVar5 == (int *)0x0) {
    piVar6[1] = -1;
  }
  else {
    piVar5 = (int *)(**(code **)(*piVar5 + 0xc))(piVar5);
    piVar6[1] = *piVar5;
  }
  *piVar6 = iVar3;
  piVar6[3] = (uint)*(ushort *)(iVar1 + 0xc);
  AllocPooledString((char *)local_30);
  piVar6[2] = local_30[0];
  memset(__s,0,(uint)*(ushort *)(iVar1 + 0xc) << 2);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)